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Archetypes
Revising The Arcane Archer, Banneret, And Champion
Homebrew by GeoK
Paragon: Champion, Revised
T
he archetypal Paragon focuses on the
development of raw physical power honed
to deadly perfection. Those who model
themselves on this archetype combine
rigorous training with physical excellence
to deal devastating blows.
Subclass Features
Bonus Proficiency
3rd-level Paragon feature
When you reach 3rd level and again at 10th level, you gain
proficiency in one skill of your choice from the list of skills
available to fighters at 1st level.
Remarkable Warrior
3rd-level Paragon feature
At 3rd level, your body is built for peak physical performance.
You gain a +1 bonus to any ability check, attack roll, damage
roll, or saving throw you make using Strength, Dexterity, or
Constitution. This bonus increases to a +2 at 10th level, and
to a +3 at 18th level.
Fighting Athlete
7th-level Paragon feature
Starting at 7th level, you can choose a second option from the
Fighting Style class feature. In addition, the distance you can
cover in a jump is doubled and you gain a climbing speed and
swimming speed equal to your walking speed.
Ability Score Improvement
10th-level Paragon feature
At 10th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Critical Feint
15th-level Paragon feature
Starting at 15th level, your worst strikes are only feints. When
you miss a weapon attack by rolling a 1, you can immediately
make one additional weapon attack (no action required).
Survivor
18th-level Paragon feature
At 18th level, you attain the pinnacle of resilience in battle. At
the start of each of your turns, you regain hit points equal to 5
+ your Constitution modifier if you have no more than half of
your hit points left. You don't gain this benefit if you
have 0 hit points.
Art By @MorryEvans
Subclass
Version 2
by Geo K
Paragon Designer Notes
Bonus Proficiency
Basically the Barbarian's optional Primal Knowledge feature
from Tasha's Cauldron of Everything to make the class
similar to most other fighters.
Remarkable Warrior
Modified Remarkable Athlete makes for a reliable core ability.
It's multiclassing power was reigned in by making the bonus
flat and increase at usual 10th and 18th level.
If you want the critical feature instead, here's an option:
Replacing Feature: Critical Warrior
At 3rd level, your body is built for peak physical performance.
Whenever you make an ability check, attack roll, or saving
throw using Strength, Dexterity, or Constitution, you can treat
a roll of 19 or higher as a 20. You can use this feature on a roll
of 18 or higher at 10th level, and 17 or higher at 18th level.
Fighting Athlete
Stronger and simpler movement improvements than the
original Remarkable Athlete. As for the fighting style, the
offensive/defensive option mirrors what other fighter
subclasses get at 7th level.
Ability Score Improvement
A more flexible feature than giving a feat that still falls in line
for making the most fightery fighter. This works best at 10th
level as it neither proceeds nor follows up an ASI and it sits
where lots of fighter subclasses get a power spike.
Critical Feint
The ability is meant to be comparable to the Samurai
Fighter's Rapid Strike as both give additional attacks based
on circumstances (advantage trade off vs a 5% chance).
Moreover, there's a reasonable belief that the feature needs
a limit. Here's an option to stop an infinitely long turn.
Optional Rule: Limited Critical Feint
You can use Critical Feint a number of times each turn equal
to your proficiency bonus.
Subclass
by Geo K
Banneret, Revised
A
banneret inspires greatness in others during Inspiring Surge
battle. The mere presence of one in a hamlet is
enough to cause some orcs and bandits to seek 10th-level Banneret feature
easier prey. A lone banneret is a skilled warrior, When you use your Action Surge feature, you can choose a
but a banneret leading a band of allies can creature within 60 feet of you that are allied with. On its next
transform even the most poorly equipped militia turn, it gains an additional action. That action can be used
into a relentless warband. only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.
Subclass Features Bulwark
Bonus Proficiency 15th-level Banneret feature
3rd-level Banneret feature When you succeed a saving throw while not incapacitated,
You gain proficiency in the Persuasion skill. If you are already you can choose one ally within 60 feet of you that failed its
proficient in it, you gain proficiency in one of the following saving throw against the same effect. If that creature can see
skills of your choice: Animal Handling, Deception, Insight, or hear you, you can expend a use of your Indomitable to
Intimidation, or Performance. have it automatically succeed the saving throw instead.
A
Marksmage studies a unique elven techinque of Shotcasting
weaving powerful magic into ammunition and
flung weaponry with a particular focus on bows 3rd-level Marksmage feature
and archery. For such a supernatural effect, only Arcane Shots. You know two Arcane Shots of your choice
the most elite warriors among the elves train which turn your attacks magical. Once per turn, you can use
with such a skill. They stand watch over the an Arcane Shot. You learn an additional Arcane Shot at 7th,
fringes of elven domains, keeping a keen eye 10th, 15th, and 18th level. Whenever you gain a level in this
out for trespassers and using magic-infused shots to defeat class, you can replace one Arcane Shot you know with
monsters and invaders before they can reach elven another from the list.
settlements. Over the centuries, the methods of these elf Spell Charges. You have 2 Spell Charges. You gain an
archers have been learned by members of other races who additional Spell Charge at 10th level, and again at 18th level.
can also balance arcane aptitude with archery. When you use an Arcane Shot, you can expend a Spell
Charge to gain its heightened effects you wouldn't gain
otherwise. You regain all expended Spell Charges when you
Subclass Features finish a short or long rest.
Fighter Arcane Shots Spell Saving Throws. Some of your Arcane Shot Options
Level Marksmage Features Known Charges require your target to make a saving throw to resist the
3rd Marksmage Lore, 2 2 option's effects. The saving throw DC is calculated as follows:
Shotcasting Arcane Shot DC = 8 + your proficiency bonus + your
Intelligence or Wisdom modifier (your choice)
7th Missile Magic 3 2
10th — 4 3 Missile Magic
15th Projectile Protection 5 3 7th-level Marksmage feature
18th — 6 4 Your ranged weapon attacks count as magical for the purpose
of overcoming resistance and immunity to nonmagical
Marksmage Lore attacks and damage.
In addition, you learn how to direct an errant shot toward a
3rd-level Marksmage feature new target. When you make a ranged weapon attack roll and
You gain proficinecy in the Arcana skill and learn one cantrip miss, you can use a bonus action to reroll the attack roll
of your choice from either the Druid or Wizard spell list. Your against a different target within 60 feet of the original target.
spellcasting ability for this cantrip is Intelligence or Wisdom
(your choice when you gain this feature). Projectile Protection
15th-level Marksmage feature
When a creature within 10 feet of you is hit by a ranged
Art By Lyren Art weapon attack, you can use your reaction to impose a penalty
on the roll equal to your proficiency bonus, potentially
causing it to miss.
Subclass
Version 2
by Geo K
Recorded Arcane Shots
Banishing Shot
Abjuration shot
When you hit a creature with a ranged weapon attack, you
can banish it to a harmless location in another plane of
exsistence. While banished in this way, its speed is 0, and it is
incapacitated. At the end of the current turn, the target
reappears in the space it vacated or in the nearest
unoccupied space if that space is occupied.
Heightened. The Arcane Shot lasts until the end of the
target's next turn. After you reach 10th level in this class, a
target also takes 1d6 force damage when hit by the attack.
The force damage increases to 2d6 when you reach 18th
level in this class.
Beguiling Shot, Revised
Enchantment shot
Your enchantment magic causes this shot to temporarily
beguile its target. When you hit a creature with a ranged
weapon attack, the target becomes charmed by a creature of
your choice within 30 feet of the target. The target is
charmed in this way until the start of its next turn. This effect
ends early if the chosen ally attacks the charmed target, deals
damage to it, or forces it to make a saving throw.
Heightened. The target takes an extra 2d6 psychic damage
when hit by the attack and the Arcane Shot lasts until the
start of the your next turn. The psychic damage increases to
3d6 when you reach 10th level in this class, and 4d6 when
you reach 18th level.
Bursting Shot
Evocation shot
You imbue your shot with force energy drawn from the school
of evocation, causing the shot to detonate after your attack.
When you hit a creature with a ranged weapon attack, you
can forgo rolling the weapon's damage roll to have the target
and all other creatures within 10 feet of it make a Dexterity
saving throw. On a failed save, the creature takes 1d6 force
damage.
Heightened. You no long need to forgo your weapon's
damage roll, the force damage increases to 2d6, and the
creatures always fail the Dexterity saving throw. The force
damage increases to 3d6 when you reach 10th level in this
class, and 4d6 when you reach 18th level.
Enfeebling Shot, Revised
Necromancy shot
When you hit a creature with a ranged weapon attack, you
can weave necromantic magic into your shot. The target must
succeed a Constitution saving throw or the damage dealt by
its weapon attacks is halved until the start of its next turn.
Heightened. The target takes an extra 2d6 necrotic
damage when hit by the attack, it always fails the
Constitution saving throw, and the Arcane Shot lasts until the
end of the target's next turn. The necrotic damage increases
to 3d6 when you reach 10th level in this class, and to 4d6 Art By u/abundango
when you reach 18th level.
Subclass
by Geo K
Grasping Shot Piercing Shot
Conjuration shot Transmutation shot
When you hit a creature with a ranged weapon attack, you You use transmutation magic to give your shot an ethereal
create grasping, poisonous brambles, which wrap around the quality. In place of an attack, you fire a weapon or piece of
target to reduces its speed by 10 feet. The brambles last until ammunition forward in a line, which is 1 foot wide and 30
the start of your next turn or until you use this option again. feet long, before disappearing. The projectile passes
Heightened. The target takes an extra 2d6 poison damage harmlessly through objects, ignoring cover. Each creature in
when hit by the attack and the Arcane Shot lasts for 1 that line must make a Dexterity saving throw. On a failed
minute. For the spell shot's duration, the target also takes save, the target takes 1d6 piercing damage.
2d6 slashing damage the first time on each turn it moves 1 Heightened. On a failed save, the target takes additional
foot or more without teleporting. The target or any creature damage as if it were hit by the projectile and takes half as
that can reach it can use its action to remove the brambles much of the total damge on a successful one. The piercing
and end the spell shot early with a successful Strength damage increases to 2d6 when you reach 10th level in this
(Athletics) check against your Arcane Shot save DC. The class. At 18th level in this class, the target always fails the
poison and slashing damage increases to 3d6 when you Dexterity saving throw.
reach 10th level in this class, and to 4d6 when you reach
18th level. Seeking Shot
Divination shot
Using divination magic, you grant your shot the ability to seek
out your target, allowing the arrow to curve and twist its path
in search of its prey. In place of an attack, you fire a weapon
or piece of ammunition towards one creature of your choice
that you have seen in the past minute. The projectile moves
around corners if necessary and ignoring three-quarters
cover and half cover. If the target is within your projectile's
range and there is a path large enough for the projectile to
travel to the target, it must succeed a Dexterity saving throw
or takes 1d6 force damage.
Heightened. On a failed save, the target takes additional
damage as if it were hit by the projectile and you learn the
target’s current location. On a successful save, the target
takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 10th
level in this class. The creature always fails the Dexterity
saving throw when you reach 18th level in this class.
Shadow Shot
Illusion shot
When you hit a creature with a ranged weapon attack, you
can weave occluding illusions into the attack to obscure its
vision with shadows. The target must succeed on a Wisdom
saving throw or be unable to see anything farther than 5 feet
away until the end of the current turn.
Heightened. The target takes an extra 2d6 psychic damage
when hit by the attack and the spell shot lasts until the start
of the your next turn. The extra psychic damage increases to
3d6 when you reach 10th level in this class, and 4d6 when
you reach 18th level.
Designer Notes
The subclass was design
ed closer to the Rune Kn
the Eldritch Knight. Ho ight than to
wever, the damage sca
moved to the limited use ling has been
feature instead of the
can be used at will. Mo feature that
reover, the defensive abi
level was still added due lity at 15th
to the lacking variety of
oriented Arcane Shots. non-offense
Subclass
by Geo K
Fun Fact ch school of magic.
This
Spell Shots for ea
There should be 3 different Spell Sh ots.
ns there are a total number of 24
mea
Revitalizing Shot
Transmutation shot
In place of an attack, you fire a weapon or piece of
ammunition towards one creature of your choice within 60
feet of you. After fully changing a projectile’s properties by
imbuing it with alchemical transmutation magic, the target
can expend a hit die and roll it. It regains a number of hit
points equal to the roll + your proficiency bonus.
Heightened. The target regains an additional 2d6 hit
points whether it expend a hit die or not. The additional hit
points regained increases to 3d6 when you reach 10th level
in this class, and to 4d6 when you reach 18th level.
Sickening Shot
Necromancy shot
You imbue your shot with necromantic magic. When you hit a
creature with a ranged weapon attack, the target must
succeed a Constitution saving throw or become poisoned
until the end of its next turn.
Heightened. The target takes an extra 2d6 poison damage
when hit by the attack and it always fails the Constitution
saving throw. The extra poison damage increases to 3d6
when you reach 10th level in this class, and to 4d6 when you
reach 18th level.
Transparent Shot
Illusion shot
You coat a shot with illusory magic. Before you make a
ranged weapon attack, you can use your bonus action to gain
advantage on the attack roll.
Locking Shot Heightened. You no longer need to use your bonus action
to use this Arcane Shot and, on a hit, the target must succeed
Abjuration shot a Intelligence saving throw or take an extra 2d6 psychic
You entangle sealing abjuration magic into a shot. When you damage. On a successful save, the target takes half as much.
hit a creature with a ranged weapon attack, the target must The psychic damage increases to 3d6 when you reach 10th
succeed a Wisdom saving throw or any weapon carried by level in this class, and to 4d6 when you reach 18th level.
the creature cannot be used by anyone until the start of its
next turn. Warning Shot
Heightened. The target takes an extra 2d6 force damage
when hit by the attack and the Arcane Shot lasts until the end Enchantment shot
of its next turn. The extra force damage increases to 3d6 You feed a shot enchantment magic to exaggerate an
when you reach 10th level in this class, and to 4d6 when you unfriendly disposition. When you hit a creature with a ranged
reach 18th level. weapon attack, the target must succeed a Wisdom saving
throw or become frightened until the start of its next turn.
Muting Shot Heightened. The target takes an extra 2d6 psychic damage
when hit by the attack, it always fails the Wisdom saving
Necromancy shot throw, and the Arcane Shot lasts until the end of its next turn.
You weave necromantic magic for impairing the mind into While frightened on its turn, the target must use its
your shot. When you hit a creature with a ranged weapon movement speed to get as far away from you as possible. The
attack, the target must succeed on a Intelligence saving throw extra psychic damage increases to 3d6 when you reach 10th
or become deafened until the end of its next turn. level in this class, and to 4d6 when you reach 18th level.
Heightened. The target takes an extra 2d6 necrotic
damage when hit by the attack and cannot speak or cannot
cast a spell that includes a verbal component for the duration
of the Arcane Shot. The extra necrotic damage increases to Art By Eduardo Abundis
3d6 when you reach 10th level in this class, and to 4d6 when
you reach 18th level.
Subclass
by Geo K